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0001 /*
0002 Open Asset Import Library (assimp)
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0005 Copyright (c) 2006-2025, assimp team
0006 
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0039 ----------------------------------------------------------------------
0040 */
0041 
0042 /** @file postprocess.h
0043  *  @brief Definitions for import post processing steps
0044  */
0045 #pragma once
0046 #ifndef AI_POSTPROCESS_H_INC
0047 #define AI_POSTPROCESS_H_INC
0048 
0049 #include <assimp/types.h>
0050 
0051 #ifdef __GNUC__
0052 #   pragma GCC system_header
0053 #endif
0054 
0055 #ifdef __cplusplus
0056 extern "C" {
0057 #endif
0058 
0059 // -----------------------------------------------------------------------------------
0060 /** @enum  aiPostProcessSteps
0061  *  @brief Defines the flags for all possible post processing steps.
0062  *
0063  *  @note Some steps are influenced by properties set on the Assimp::Importer itself
0064  *
0065  *  @see Assimp::Importer::ReadFile()
0066  *  @see Assimp::Importer::SetPropertyInteger()
0067  *  @see aiImportFile
0068  *  @see aiImportFileEx
0069  */
0070 // -----------------------------------------------------------------------------------
0071 enum aiPostProcessSteps
0072 {
0073 
0074     // -------------------------------------------------------------------------
0075     /** <hr>Calculates the tangents and bitangents for the imported meshes.
0076      *
0077      * Does nothing if a mesh does not have normals. You might want this post
0078      * processing step to be executed if you plan to use tangent space calculations
0079      * such as normal mapping  applied to the meshes. There's an importer property,
0080      * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
0081      * a maximum smoothing angle for the algorithm. However, usually you'll
0082      * want to leave it at the default value.
0083      */
0084     aiProcess_CalcTangentSpace = 0x1,
0085 
0086     // -------------------------------------------------------------------------
0087     /** <hr>Identifies and joins identical vertex data sets within all
0088      *  imported meshes.
0089      *
0090      * After this step is run, each mesh contains unique vertices,
0091      * so a vertex may be used by multiple faces. You usually want
0092      * to use this post processing step. If your application deals with
0093      * indexed geometry, this step is compulsory or you'll just waste rendering
0094      * time. <b>If this flag is not specified</b>, no vertices are referenced by
0095      * more than one face and <b>no index buffer is required</b> for rendering.
0096      * Unless the importer (like ply) had to split vertices. Then you need one regardless.
0097      */
0098     aiProcess_JoinIdenticalVertices = 0x2,
0099 
0100     // -------------------------------------------------------------------------
0101     /** <hr>Converts all the imported data to a left-handed coordinate space.
0102      *
0103      * By default the data is returned in a right-handed coordinate space (which
0104      * OpenGL prefers). In this space, +X points to the right,
0105      * +Z points towards the viewer, and +Y points upwards. In the DirectX
0106      * coordinate space +X points to the right, +Y points upwards, and +Z points
0107      * away from the viewer.
0108      *
0109      * You'll probably want to consider this flag if you use Direct3D for
0110      * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
0111      * setting and bundles all conversions typically required for D3D-based
0112      * applications.
0113      */
0114     aiProcess_MakeLeftHanded = 0x4,
0115 
0116     // -------------------------------------------------------------------------
0117     /** <hr>Triangulates all faces of all meshes.
0118      *
0119      * By default the imported mesh data might contain faces with more than 3
0120      * indices. For rendering you'll usually want all faces to be triangles.
0121      * This post processing step splits up faces with more than 3 indices into
0122      * triangles. Line and point primitives are *not* modified! If you want
0123      * 'triangles only' with no other kinds of primitives, try the following
0124      * solution:
0125      * <ul>
0126      * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
0127      * <li>Ignore all point and line meshes when you process assimp's output</li>
0128      * </ul>
0129      */
0130     aiProcess_Triangulate = 0x8,
0131 
0132     // -------------------------------------------------------------------------
0133     /** <hr>Removes some parts of the data structure (animations, materials,
0134      *  light sources, cameras, textures, vertex components).
0135      *
0136      * The  components to be removed are specified in a separate
0137      * importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
0138      * if you don't need all parts of the output structure. Vertex colors
0139      * are rarely used today for example... Calling this step to remove unneeded
0140      * data from the pipeline as early as possible results in increased
0141      * performance and a more optimized output data structure.
0142      * This step is also useful if you want to force Assimp to recompute
0143      * normals or tangents. The corresponding steps don't recompute them if
0144      * they're already there (loaded from the source asset). By using this
0145      * step you can make sure they are NOT there.
0146      *
0147      * This flag is a poor one, mainly because its purpose is usually
0148      * misunderstood. Consider the following case: a 3D model has been exported
0149      * from a CAD app, and it has per-face vertex colors. Vertex positions can't be
0150      * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
0151      * optimize the data because of these nasty little vertex colors.
0152      * Most apps don't even process them, so it's all for nothing. By using
0153      * this step, unneeded components are excluded as early as possible
0154      * thus opening more room for internal optimizations.
0155      */
0156     aiProcess_RemoveComponent = 0x10,
0157 
0158     // -------------------------------------------------------------------------
0159     /** <hr>Generates normals for all faces of all meshes.
0160      *
0161      * This is ignored if normals are already there at the time this flag
0162      * is evaluated. Model importers try to load them from the source file, so
0163      * they're usually already there. Face normals are shared between all points
0164      * of a single face, so a single point can have multiple normals, which
0165      * forces the library to duplicate vertices in some cases.
0166      * #aiProcess_JoinIdenticalVertices is *senseless* then.
0167      *
0168      * This flag may not be specified together with #aiProcess_GenSmoothNormals.
0169      */
0170     aiProcess_GenNormals = 0x20,
0171 
0172     // -------------------------------------------------------------------------
0173     /** <hr>Generates smooth normals for all vertices in the mesh.
0174     *
0175     * This is ignored if normals are already there at the time this flag
0176     * is evaluated. Model importers try to load them from the source file, so
0177     * they're usually already there.
0178     *
0179     * This flag may not be specified together with
0180     * #aiProcess_GenNormals. There's a importer property,
0181     * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
0182     * an angle maximum for the normal smoothing algorithm. Normals exceeding
0183     * this limit are not smoothed, resulting in a 'hard' seam between two faces.
0184     * Using a decent angle here (e.g. 80 degrees) results in very good visual
0185     * appearance.
0186     */
0187     aiProcess_GenSmoothNormals = 0x40,
0188 
0189     // -------------------------------------------------------------------------
0190     /** <hr>Splits large meshes into smaller sub-meshes.
0191     *
0192     * This is quite useful for real-time rendering, where the number of triangles
0193     * which can be maximally processed in a single draw-call is limited
0194     * by the video driver/hardware. The maximum vertex buffer is usually limited
0195     * too. Both requirements can be met with this step: you may specify both a
0196     * triangle and vertex limit for a single mesh.
0197     *
0198     * The split limits can (and should!) be set through the
0199     * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
0200     * importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
0201     * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
0202     *
0203     * Note that splitting is generally a time-consuming task, but only if there's
0204     * something to split. The use of this step is recommended for most users.
0205     */
0206     aiProcess_SplitLargeMeshes = 0x80,
0207 
0208     // -------------------------------------------------------------------------
0209     /** <hr>Removes the node graph and pre-transforms all vertices with
0210     * the local transformation matrices of their nodes.
0211     *
0212     * If the resulting scene can be reduced to a single mesh, with a single
0213     * material, no lights, and no cameras, then the output scene will contain
0214     * only a root node (with no children) that references the single mesh.
0215     * Otherwise, the output scene will be reduced to a root node with a single
0216     * level of child nodes, each one referencing one mesh, and each mesh
0217     * referencing one material.
0218     *
0219     * In either case, for rendering, you can
0220     * simply render all meshes in order - you don't need to pay
0221     * attention to local transformations and the node hierarchy.
0222     * Animations are removed during this step.
0223     * This step is intended for applications without a scenegraph.
0224     * The step CAN cause some problems: if e.g. a mesh of the asset
0225     * contains normals and another, using the same material index, does not,
0226     * they will be brought together, but the first meshes's part of
0227     * the normal list is zeroed. However, these artifacts are rare.
0228     * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
0229     * can be set to normalize the scene's spatial dimension to the -1...1
0230     * range.
0231     */
0232     aiProcess_PreTransformVertices = 0x100,
0233 
0234     // -------------------------------------------------------------------------
0235     /** <hr>Limits the number of bones simultaneously affecting a single vertex
0236     *  to a maximum value.
0237     *
0238     * If any vertex is affected by more than the maximum number of bones, the least
0239     * important vertex weights are removed and the remaining vertex weights are
0240     * renormalized so that the weights still sum up to 1.
0241     * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
0242     * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
0243     * property to supply your own limit to the post processing step.
0244     *
0245     * If you intend to perform the skinning in hardware, this post processing
0246     * step might be of interest to you.
0247     */
0248     aiProcess_LimitBoneWeights = 0x200,
0249 
0250     // -------------------------------------------------------------------------
0251     /** <hr>Validates the imported scene data structure.
0252      * This makes sure that all indices are valid, all animations and
0253      * bones are linked correctly, all material references are correct .. etc.
0254      *
0255      * It is recommended that you capture Assimp's log output if you use this flag,
0256      * so you can easily find out what's wrong if a file fails the
0257      * validation. The validator is quite strict and will find *all*
0258      * inconsistencies in the data structure... It is recommended that plugin
0259      * developers use it to debug their loaders. There are two types of
0260      * validation failures:
0261      * <ul>
0262      * <li>Error: There's something wrong with the imported data. Further
0263      *   postprocessing is not possible and the data is not usable at all.
0264      *   The import fails. #Importer::GetErrorString() or #aiGetErrorString()
0265      *   carry the error message around.</li>
0266      * <li>Warning: There are some minor issues (e.g. 1000000 animation
0267      *   keyframes with the same time), but further postprocessing and use
0268      *   of the data structure is still safe. Warning details are written
0269      *   to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
0270      *   in #aiScene::mFlags</li>
0271      * </ul>
0272      *
0273      * This post-processing step is not time-consuming. Its use is not
0274      * compulsory, but recommended.
0275     */
0276     aiProcess_ValidateDataStructure = 0x400,
0277 
0278     // -------------------------------------------------------------------------
0279     /** <hr>Reorders triangles for better vertex cache locality.
0280      *
0281      * The step tries to improve the ACMR (average post-transform vertex cache
0282      * miss ratio) for all meshes. The implementation runs in O(n) and is
0283      * roughly based on the 'tipsify' algorithm (see <a href="
0284      * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
0285      * paper</a>).
0286      *
0287      * If you intend to render huge models in hardware, this step might
0288      * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
0289      * importer property can be used to fine-tune the cache optimization.
0290      */
0291     aiProcess_ImproveCacheLocality = 0x800,
0292 
0293     // -------------------------------------------------------------------------
0294     /** <hr>Searches for redundant/unreferenced materials and removes them.
0295      *
0296      * This is especially useful in combination with the
0297      * #aiProcess_PreTransformVertices and #aiProcess_OptimizeMeshes flags.
0298      * Both join small meshes with equal characteristics, but they can't do
0299      * their work if two meshes have different materials. Because several
0300      * material settings are lost during Assimp's import filters,
0301      * (and because many exporters don't check for redundant materials), huge
0302      * models often have materials which are are defined several times with
0303      * exactly the same settings.
0304      *
0305      * Several material settings not contributing to the final appearance of
0306      * a surface are ignored in all comparisons (e.g. the material name).
0307      * So, if you're passing additional information through the
0308      * content pipeline (probably using *magic* material names), don't
0309      * specify this flag. Alternatively take a look at the
0310      * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
0311      */
0312     aiProcess_RemoveRedundantMaterials = 0x1000,
0313 
0314     // -------------------------------------------------------------------------
0315     /** <hr>This step tries to determine which meshes have normal vectors
0316      * that are facing inwards and inverts them.
0317      *
0318      * The algorithm is simple but effective:
0319      * the bounding box of all vertices + their normals is compared against
0320      * the volume of the bounding box of all vertices without their normals.
0321      * This works well for most objects, problems might occur with planar
0322      * surfaces. However, the step tries to filter such cases.
0323      * The step inverts all in-facing normals. Generally it is recommended
0324      * to enable this step, although the result is not always correct.
0325     */
0326     aiProcess_FixInfacingNormals = 0x2000,
0327 
0328 
0329 
0330     // -------------------------------------------------------------------------
0331     /**
0332      * This step generically populates aiBone->mArmature and aiBone->mNode generically
0333      * The point of these is it saves you later having to calculate these elements
0334      * This is useful when handling rest information or skin information
0335      * If you have multiple armatures on your models we strongly recommend enabling this
0336      * Instead of writing your own multi-root, multi-armature lookups we have done the
0337      * hard work for you :)
0338    */
0339     aiProcess_PopulateArmatureData = 0x4000,
0340 
0341     // -------------------------------------------------------------------------
0342     /** <hr>This step splits meshes with more than one primitive type in
0343      *  homogeneous sub-meshes.
0344      *
0345      *  The step is executed after the triangulation step. After the step
0346      *  returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
0347      *  especially useful for real-time rendering where point and line
0348      *  primitives are often ignored or rendered separately.
0349      *  You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
0350      *  specify which primitive types you need. This can be used to easily
0351      *  exclude lines and points, which are rarely used, from the import.
0352     */
0353     aiProcess_SortByPType = 0x8000,
0354 
0355     // -------------------------------------------------------------------------
0356     /** <hr>This step searches all meshes for degenerate primitives and
0357      *  converts them to proper lines or points.
0358      *
0359      * A face is 'degenerate' if one or more of its points are identical.
0360      * To have the degenerate stuff not only detected and collapsed but
0361      * removed, try one of the following procedures:
0362      * <br><b>1.</b> (if you support lines and points for rendering but don't
0363      *    want the degenerates)<br>
0364      * <ul>
0365      *   <li>Specify the #aiProcess_FindDegenerates flag.
0366      *   </li>
0367      *   <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
0368      *       1. This will cause the step to remove degenerate triangles from the
0369      *       import as soon as they're detected. They won't pass any further
0370      *       pipeline steps.
0371      *   </li>
0372      * </ul>
0373      * <br><b>2.</b>(if you don't support lines and points at all)<br>
0374      * <ul>
0375      *   <li>Specify the #aiProcess_FindDegenerates flag.
0376      *   </li>
0377      *   <li>Specify the #aiProcess_SortByPType flag. This moves line and
0378      *     point primitives to separate meshes.
0379      *   </li>
0380      *   <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
0381      *       @code aiPrimitiveType_POINT | aiPrimitiveType_LINE
0382      *       @endcode to cause SortByPType to reject point
0383      *       and line meshes from the scene.
0384      *   </li>
0385      * </ul>
0386      *
0387      * This step also removes very small triangles with a surface area smaller
0388      * than 10^-6. If you rely on having these small triangles, or notice holes
0389      * in your model, set the property <tt>#AI_CONFIG_PP_FD_CHECKAREA</tt> to
0390      * false.
0391      * @note Degenerate polygons are not necessarily evil and that's why
0392      * they're not removed by default. There are several file formats which
0393      * don't support lines or points, and some exporters bypass the
0394      * format specification and write them as degenerate triangles instead.
0395     */
0396     aiProcess_FindDegenerates = 0x10000,
0397 
0398     // -------------------------------------------------------------------------
0399     /** <hr>This step searches all meshes for invalid data, such as zeroed
0400      *  normal vectors or invalid UV coords and removes/fixes them. This is
0401      *  intended to get rid of some common exporter errors.
0402      *
0403      * This is especially useful for normals. If they are invalid, and
0404      * the step recognizes this, they will be removed and can later
0405      * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
0406      * The step will also remove meshes that are infinitely small and reduce
0407      * animation tracks consisting of hundreds if redundant keys to a single
0408      * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
0409      * the accuracy of the check for duplicate animation tracks.
0410     */
0411     aiProcess_FindInvalidData = 0x20000,
0412 
0413     // -------------------------------------------------------------------------
0414     /** <hr>This step converts non-UV mappings (such as spherical or
0415      *  cylindrical mapping) to proper texture coordinate channels.
0416      *
0417      * Most applications will support UV mapping only, so you will
0418      * probably want to specify this step in every case. Note that Assimp is not
0419      * always able to match the original mapping implementation of the
0420      * 3D app which produced a model perfectly. It's always better to let the
0421      * modelling app compute the UV channels - 3ds max, Maya, Blender,
0422      * LightWave, and Modo do this for example.
0423      *
0424      * @note If this step is not requested, you'll need to process the
0425      * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
0426      * properly.
0427      */
0428     aiProcess_GenUVCoords = 0x40000,
0429 
0430     // -------------------------------------------------------------------------
0431     /** <hr>This step applies per-texture UV transformations and bakes
0432      *  them into stand-alone vtexture coordinate channels.
0433      *
0434      * UV transformations are specified per-texture - see the
0435      * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
0436      * This step processes all textures with
0437      * transformed input UV coordinates and generates a new (pre-transformed) UV channel
0438      * which replaces the old channel. Most applications won't support UV
0439      * transformations, so you will probably want to specify this step.
0440      *
0441      * @note UV transformations are usually implemented in real-time apps by
0442      * transforming texture coordinates at vertex shader stage with a 3x3
0443      * (homogeneous) transformation matrix.
0444     */
0445     aiProcess_TransformUVCoords = 0x80000,
0446 
0447     // -------------------------------------------------------------------------
0448     /** <hr>This step searches for duplicate meshes and replaces them
0449      *  with references to the first mesh.
0450      *
0451      *  This step takes a while, so don't use it if speed is a concern.
0452      *  Its main purpose is to workaround the fact that many export
0453      *  file formats don't support instanced meshes, so exporters need to
0454      *  duplicate meshes. This step removes the duplicates again. Please
0455      *  note that Assimp does not currently support per-node material
0456      *  assignment to meshes, which means that identical meshes with
0457      *  different materials are currently *not* joined, although this is
0458      *  planned for future versions.
0459      */
0460     aiProcess_FindInstances = 0x100000,
0461 
0462     // -------------------------------------------------------------------------
0463     /** <hr>A post-processing step to reduce the number of meshes.
0464      *
0465      *  This will, in fact, reduce the number of draw calls.
0466      *
0467      *  This is a very effective optimization and is recommended to be used
0468      *  together with #aiProcess_OptimizeGraph, if possible. The flag is fully
0469      *  compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
0470     */
0471     aiProcess_OptimizeMeshes  = 0x200000,
0472 
0473 
0474     // -------------------------------------------------------------------------
0475     /** <hr>A post-processing step to optimize the scene hierarchy.
0476      *
0477      *  Nodes without animations, bones, lights or cameras assigned are
0478      *  collapsed and joined.
0479      *
0480      *  Node names can be lost during this step. If you use special 'tag nodes'
0481      *  to pass additional information through your content pipeline, use the
0482      *  <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
0483      *  list of node names you want to be kept. Nodes matching one of the names
0484      *  in this list won't be touched or modified.
0485      *
0486      *  Use this flag with caution. Most simple files will be collapsed to a
0487      *  single node, so complex hierarchies are usually completely lost. This is not
0488      *  useful for editor environments, but probably a very effective
0489      *  optimization if you just want to get the model data, convert it to your
0490      *  own format, and render it as fast as possible.
0491      *
0492      *  This flag is designed to be used with #aiProcess_OptimizeMeshes for best
0493      *  results.
0494      *
0495      *  @note 'Crappy' scenes with thousands of extremely small meshes packed
0496      *  in deeply nested nodes exist for almost all file formats.
0497      *  #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
0498      *  usually fixes them all and makes them renderable.
0499     */
0500     aiProcess_OptimizeGraph  = 0x400000,
0501 
0502     // -------------------------------------------------------------------------
0503     /** <hr>This step flips all UV coordinates along the y-axis and adjusts
0504      * material settings and bitangents accordingly.
0505      *
0506      * <b>Output UV coordinate system:</b>
0507      * @code
0508      * 0x|0y ---------- 1x|0y
0509      * |                 |
0510      * |                 |
0511      * |                 |
0512      * 0x|1y ---------- 1x|1y
0513      * @endcode
0514      *
0515      * You'll probably want to consider this flag if you use Direct3D for
0516      * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
0517      * setting and bundles all conversions typically required for D3D-based
0518      * applications.
0519     */
0520     aiProcess_FlipUVs = 0x800000,
0521 
0522     // -------------------------------------------------------------------------
0523     /** <hr>This step adjusts the output face winding order to be CW.
0524      *
0525      * The default face winding order is counter clockwise (CCW).
0526      *
0527      * <b>Output face order:</b>
0528      * @code
0529      *       x2
0530      *
0531      *                         x0
0532      *  x1
0533      * @endcode
0534     */
0535     aiProcess_FlipWindingOrder  = 0x1000000,
0536 
0537     // -------------------------------------------------------------------------
0538     /** <hr>This step splits meshes with many bones into sub-meshes so that each
0539      * sub-mesh has fewer or as many bones as a given limit.
0540     */
0541     aiProcess_SplitByBoneCount  = 0x2000000,
0542 
0543     // -------------------------------------------------------------------------
0544     /** <hr>This step removes bones losslessly or according to some threshold.
0545      *
0546      *  In some cases (i.e. formats that require it) exporters are forced to
0547      *  assign dummy bone weights to otherwise static meshes assigned to
0548      *  animated meshes. Full, weight-based skinning is expensive while
0549      *  animating nodes is extremely cheap, so this step is offered to clean up
0550      *  the data in that regard.
0551      *
0552      *  Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
0553      *  Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
0554      *  only if all bones within the scene qualify for removal.
0555     */
0556     aiProcess_Debone  = 0x4000000,
0557 
0558 
0559 
0560     // -------------------------------------------------------------------------
0561     /** <hr>This step will perform a global scale of the model.
0562     *
0563     *  Some importers are providing a mechanism to define a scaling unit for the
0564     *  model. This post processing step can be used to do so. You need to get the
0565     *  global scaling from your importer settings like in FBX. Use the flag
0566     *  AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
0567     *
0568     *  Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
0569     */
0570     aiProcess_GlobalScale = 0x8000000,
0571 
0572     // -------------------------------------------------------------------------
0573     /** <hr>A postprocessing step to embed of textures.
0574      *
0575      *  This will remove external data dependencies for textures.
0576      *  If a texture's file does not exist at the specified path
0577      *  (due, for instance, to an absolute path generated on another system),
0578      *  it will check if a file with the same name exists at the root folder
0579      *  of the imported model. And if so, it uses that.
0580      */
0581     aiProcess_EmbedTextures  = 0x10000000,
0582 
0583     // aiProcess_GenEntityMeshes = 0x100000,
0584     // aiProcess_OptimizeAnimations = 0x200000
0585     // aiProcess_FixTexturePaths = 0x200000
0586 
0587 
0588     aiProcess_ForceGenNormals = 0x20000000,
0589 
0590     // -------------------------------------------------------------------------
0591     /** <hr>Drops normals for all faces of all meshes.
0592      *
0593      * This is ignored if no normals are present.
0594      * Face normals are shared between all points of a single face,
0595      * so a single point can have multiple normals, which
0596      * forces the library to duplicate vertices in some cases.
0597      * #aiProcess_JoinIdenticalVertices is *senseless* then.
0598      * This process gives sense back to aiProcess_JoinIdenticalVertices
0599      */
0600     aiProcess_DropNormals = 0x40000000,
0601 
0602     // -------------------------------------------------------------------------
0603     /**
0604      */
0605     aiProcess_GenBoundingBoxes = 0x80000000
0606 };
0607 
0608 
0609 // ---------------------------------------------------------------------------------------
0610 /** @def aiProcess_ConvertToLeftHanded
0611  *  @brief Shortcut flag for Direct3D-based applications.
0612  *
0613  *  Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
0614  *  #aiProcess_FlipWindingOrder flags.
0615  *  The output data matches Direct3D's conventions: left-handed geometry, upper-left
0616  *  origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
0617  *
0618  *  @deprecated
0619  */
0620 #define aiProcess_ConvertToLeftHanded ( \
0621     aiProcess_MakeLeftHanded     | \
0622     aiProcess_FlipUVs            | \
0623     aiProcess_FlipWindingOrder   | \
0624     0 )
0625 
0626 
0627 // ---------------------------------------------------------------------------------------
0628 /** @def aiProcessPreset_TargetRealtime_Fast
0629  *  @brief Default postprocess configuration optimizing the data for real-time rendering.
0630  *
0631  *  Applications would want to use this preset to load models on end-user PCs,
0632  *  maybe for direct use in game.
0633  *
0634  * If you're using DirectX, don't forget to combine this value with
0635  * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
0636  * in your application apply the #aiProcess_TransformUVCoords step, too.
0637  *  @note Please take the time to read the docs for the steps enabled by this preset.
0638  *  Some of them offer further configurable properties, while some of them might not be of
0639  *  use for you so it might be better to not specify them.
0640  */
0641 #define aiProcessPreset_TargetRealtime_Fast ( \
0642     aiProcess_CalcTangentSpace      |  \
0643     aiProcess_GenNormals            |  \
0644     aiProcess_JoinIdenticalVertices |  \
0645     aiProcess_Triangulate           |  \
0646     aiProcess_GenUVCoords           |  \
0647     aiProcess_SortByPType           |  \
0648     0 )
0649 
0650  // ---------------------------------------------------------------------------------------
0651  /** @def aiProcessPreset_TargetRealtime_Quality
0652   *  @brief Default postprocess configuration optimizing the data for real-time rendering.
0653   *
0654   *  Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
0655   *  performs some extra optimizations to improve rendering speed and
0656   *  to minimize memory usage. It could be a good choice for a level editor
0657   *  environment where import speed is not so important.
0658   *
0659   *  If you're using DirectX, don't forget to combine this value with
0660   *  the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
0661   *  in your application apply the #aiProcess_TransformUVCoords step, too.
0662   *  @note Please take the time to read the docs for the steps enabled by this preset.
0663   *  Some of them offer further configurable properties, while some of them might not be
0664   *  of use for you so it might be better to not specify them.
0665   */
0666 #define aiProcessPreset_TargetRealtime_Quality ( \
0667     aiProcess_CalcTangentSpace              |  \
0668     aiProcess_GenSmoothNormals              |  \
0669     aiProcess_JoinIdenticalVertices         |  \
0670     aiProcess_ImproveCacheLocality          |  \
0671     aiProcess_LimitBoneWeights              |  \
0672     aiProcess_RemoveRedundantMaterials      |  \
0673     aiProcess_SplitLargeMeshes              |  \
0674     aiProcess_Triangulate                   |  \
0675     aiProcess_GenUVCoords                   |  \
0676     aiProcess_SortByPType                   |  \
0677     aiProcess_FindDegenerates               |  \
0678     aiProcess_FindInvalidData               |  \
0679     0 )
0680 
0681  // ---------------------------------------------------------------------------------------
0682  /** @def aiProcessPreset_TargetRealtime_MaxQuality
0683   *  @brief Default postprocess configuration optimizing the data for real-time rendering.
0684   *
0685   *  This preset enables almost every optimization step to achieve perfectly
0686   *  optimized data. It's your choice for level editor environments where import speed
0687   *  is not important.
0688   *
0689   *  If you're using DirectX, don't forget to combine this value with
0690   *  the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
0691   *  in your application, apply the #aiProcess_TransformUVCoords step, too.
0692   *  @note Please take the time to read the docs for the steps enabled by this preset.
0693   *  Some of them offer further configurable properties, while some of them might not be
0694   *  of use for you so it might be better to not specify them.
0695   */
0696 #define aiProcessPreset_TargetRealtime_MaxQuality ( \
0697     aiProcessPreset_TargetRealtime_Quality   |  \
0698     aiProcess_FindInstances                  |  \
0699     aiProcess_ValidateDataStructure          |  \
0700     aiProcess_OptimizeMeshes                 |  \
0701     0 )
0702 
0703 
0704 #ifdef __cplusplus
0705 } // end of extern "C"
0706 #endif
0707 
0708 #endif // AI_POSTPROCESS_H_INC